OctaneRender® for Maya® 2.10 - 5.0 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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TBFX
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Hi JimStar,

For me internal Motion Blur is not working at all. I have a simple scene with one moving object (geometry type Movable Proxy) some static objects (geometry type Global) and a moving camera. My animation mode is set to movable proxies.

When I start a single frame render, either IPR or Render, the timeline steps forward to the next frame and then back again as I would expect but no blur is rendered. I have also tried batch rendering the scene and still no blur. Is there something I'm missing?

Also we need to have the same control as the standalone has for setting the time samples to be taken before, after or, most importantly, centered on the current frame and also the percentage of frame to blur.

I've attached the scene file here.

T.
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ciboulot
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TBFX wrote:Hi JimStar,

For me internal Motion Blur is not working at all. I have a simple scene with one moving object (geometry type Movable Proxy) some static objects (geometry type Global) and a moving camera. My animation mode is set to movable proxies.

When I start a single frame render, either IPR or Render, the timeline steps forward to the next frame and then back again as I would expect but no blur is rendered. I have also tried batch rendering the scene and still no blur. Is there something I'm missing?

Also we need to have the same control as the standalone has for setting the time samples to be taken before, after or, most importantly, centered on the current frame and also the percentage of frame to blur.

I've attached the scene file here.

T.

HEy TBFX. You have to set your shutter time in the camera attributes. 0.1 should do it.

I set it from0.01 to 0.1. For me on your scene,GEtting higher setting than 0.1 doesn't do anything.

I agree about the more indepth settings you are talking about for the Motion Blur. +1
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JimStar
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The same as in any physical camera - your shutter time is your motion blur criteria. Obviously there is no sense to have the shutter time longer than the time between current and next frames.
So, if your animation is e.g. 30 fps - you get rounded 0.033 seconds per frame. In this case you can blur the full frame using 0.033 shutter and making it higher does not make sense.
Do you want longer motion blur on the frame? It's the physical world - just make the FPS value lower, allowing each frame last longer.
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TBFX
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ciboulot wrote:HEy TBFX. You have to set your shutter time in the camera attributes. 0.1 should do it.

I set it from0.01 to 0.1. For me on your scene,GEtting higher setting than 0.1 doesn't do anything.

I agree about the more indepth settings you are talking about for the Motion Blur. +1
Thanks! Silly me didn't think to look for the setting in the camera node... where it belongs. :oops:
JimStar wrote:The same as in any physical camera - your shutter time is your motion blur criteria. Obviously there is no sense to have the shutter time longer than the time between current and next frames.
So, if your animation is e.g. 30 fps - you get rounded 0.033 seconds per frame. In this case you can blur the full frame using 0.033 shutter and making it higher does not make sense.
Do you want longer motion blur on the frame? It's the physical world - just make the FPS value lower, allowing each frame last longer.
Thanks JimStar,

I think for most people they would rather not have to worry about what frame rate they are working in and simply have either a percentage of frame or shutter angle setting (or preferably both, either/or) and let the plugin do the math. As for allowing blur over more than a frame there are a number of renderers that allow this, I've personally never used it but there certainly could be uses for it (eg. extra long blur for a dream sequence) and I see no reason to limit it, maybe just have a warning if you set it higher.

However in my scene even after setting the shutter I am only seeing camera blur represented correctly, not the moving sphere.

T.
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JimStar
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TBFX wrote:... As for allowing blur over more than a frame there are a number of renderers that allow this ...
Yep, it is especially logical thing for frames 91-100 of 100-frame sequence with motion-blur settings requiring "blur me the frame 99 for 10 frames forward". :lol:
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TBFX
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JimStar wrote:
TBFX wrote:... As for allowing blur over more than a frame there are a number of renderers that allow this ...
Yep, it is especially logical thing for frames 91-100 of 100-frame sequence with motion-blur settings requiring "blur me the frame 99 for 10 frames forward". :lol:
The logic for that is no different from the logic for a sequence blurred over 1 frame. If I want correct blur on my last frame I need to make sure my animation carries on for however many frames the blur is over. This is and has always been the case, it doesn't matter if it's 1 frame or 10 the user always has to keep this in mind and extend the animation appropriately. That doesn't mean they should be restricted from doing so.

T.
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JimStar
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The logic is different - as in any animation sequence (that is at least two frames) - there is always the way to render this without errors with at least 1 motion-blurred frame as output.
If I add this "X frames forward-backward" (which is not a problem technically) - the rendering of the given sequence must either be stopped with error right after start with "not enough surrounding frames" or will silently render incorrect first-last N frames...
If you think it's needed so much, I'll add this, but I'm rather going to implement the first approach, to not get a lot of complaints about "I've got incorrect motion blur on my first-or-last N frames" in future...
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TBFX
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JimStar wrote:If you think it's needed so much, I'll add this, but I'm rather going to implement the first approach, to not get a lot of complaints about "I've got incorrect motion blur on my first-or-last N frames" in future...
Sounds good to me, like I said I've never use the option myself anyway.
JimStar wrote:as in any animation sequence (that is at least two frames) - there is always the way to render this without errors with at least 1 motion-blurred frame as output.
This sounds great but I am somewhat puzzled and genuinely interested to know how you correctly interpolate a pre or post frame of say a cloth simulation or other simulation that has been baked to a cache and has no information about where it was on the previous frame or where it will be on the next. It is not uncommon for even character skins to be baked out before rendering and although some of these caches have the option to save motion data that may allow correct motion blur on first/last frames, not all forms of baking do.

T.
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JimStar
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TBFX wrote:This sounds great but I am somewhat puzzled and genuinely interested to know how you correctly interpolate a pre or post frame of say a cloth simulation or other simulation that has been baked to a cache and has no information about where it was on the previous frame or where it will be on the next. It is not uncommon for even character skins to be baked out before rendering and although some of these caches have the option to save motion data that may allow correct motion blur on first/last frames, not all forms of baking do.
You always have at least one time-frame between the frame and its subsequent frame in minimum 2-frame sequence, so in the case of simulation of physical camera - it is not a problem, you always will have at least 1 motion-blurred frame as output.
In the the case you are proposing (few frames blur) - it will be exactly the problem which I mentioned. And this will throw the error if you will try to render the motion-blurred sequence not having enough surrounding frames exist and cached. I think it is understandable that it must be cached anyway - just try to render uncached particles with "Internal" motion blur enabled in current version, I handle this case and you will get error on the stage of translation asking you to cache.
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TBFX
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JimStar wrote:You always have at least one time-frame between the frame and its subsequent frame in minimum 2-frame sequence, so in the case of simulation of physical camera - it is not a problem, you always will have at least 1 motion-blurred frame as output.
Yes exactly. If you only have 2 frames of animation you only get one frame of motion blur, so you effectively have a 1 frame usable shot. So if I want a shot that is 2 frames long I need to animate 3 frames, which is exactly what I mentioned above. It is always up to the user/animator to know how many pre/post frames they need over and above the length of the shot to ensure they have correct motion blur on the first and last frames of the shot. (pre frames may be needed if the shutter is centered or before the frame or is greater than 360 degrees)

If you currently take the 120 frame animation scene I uploaded earlier you will not get any MB when rendering frame 120. To get that I would need to extend the animation an extra frame (or half frame, or 10 frames depending on how much blur was specified and where it was centered)

But all I really want is internal MB that works over up to one frame that can be centered, you asked the question about having blur over more than one frame and all I said was I don't see any reason not to allow it, and I still don't, even if I will probably never use it I try not to assume nobody would. It was just an opinion.

T.
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